| TSetPropertyValuesImpl
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Module |
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Header |
/Engine/Source/Runtime/MovieScene/Public/EntitySystem/MovieScenePropertySystemTypes.h |
Include |
#include "EntitySystem/MovieScenePropertySystemTypes.h" |
template<typename PropertyTraits>
struct TSetPropertyValues : public UE::MovieScene::TSetPropertyValuesImpl< PropertyTraits, PropertyTraits::MetaDataType >
Stateless entity task that will apply values to properties. Three types of property are supported: Custom native accessor functions, fast pointer offset, or FTrackInstancePropertyBindings
Can be invoked in one of 2 ways: either with a specific property type through a per-entity iteration: TComponentTypeID<FCustomPropertyIndex> CustomProperty = ...; TComponentTypeID<FTransform> TransformComponent = ...; TComponentTypeID<UObject*> BoundObject = ...;
FEntityTaskBuilder() .Read(BoundObject) .Read(CustomProperty) .Read(TransformComponent) .Dispatch_PerEntity<TSetPropertyValues<FTransform>>( ... );
Or via a combinatorial task that iterates all entities with any one of the property components: TComponentTypeID<uint16> FastPropertyOffset = ...; TComponentTypeID<TSharedPtr<FTrackInstancePropertyBindings>> SlowProperty = ...;
FEntityTaskBuilder() .Read(BoundObject) .ReadOneOf(CustomProperty, FastProperty, SlowProperty) .Read(TransformComponent) .Dispatch_PerAllocation<TSetPropertyValues<FTransform>>( ... );
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TSetPropertyValues ( |
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